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#16 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
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I tent to leave them in the forward torpedo room, then thay can reload if you forget to send the crew to action stations. I tend to put petty officers there instead of seamen, because they seem to be for fatigue resistant, especialy when they've been promoted and awarded a couple of medals for good service.
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#17 | |||
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
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Oh, and the torpedo rooms are the WORST for fatigue....game must figure anyone in there is wrestling with torps. That's why I NEVER leave them there after diving (as has been pointed out, the watch crew will go to the forward torp room upon diving). I figured everyone used the inactive engine space 'trick', but wondered if there were 'better' options I'd not figured out. |
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#18 |
Bosun
![]() Join Date: Oct 2006
Location: Illinois, too far from the sea, but close to U-505!
Posts: 61
Downloads: 33
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Could it be that there's a difference between mods?
I have a friend on another site who says that SH3 with Gray Wolves is his favorite game. He claims 50 patrols (and yes, I know he could be lying!). But he says the place to put the excess crew is in the forward or stern torpedo rooms. It's his assertion that excess crew put in these areas never suffer fatigue, unless the boat is in the proximity of the enemy. Tomorrow, I'm going to start a patrol, using GW and the 8-hour fatigue model. I'll test it. If it doesn't work, I'll try the inactive engine space.
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#19 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
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The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.
You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen. ![]() |
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#20 | |||
Fleet Admiral
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#21 | |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
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It amazes me that SHIII has so clearly got the crew management wrong in that it's the one thing you spend far more time on than any other. Really have to wonder just how much they played it if it wasn't apparent this was a major problem..... One thing which would be REALLY good is if you could have a 'standing orders' book to establish routines....i.e. dive to 30m every 4 hours and run at slow speed for 15 mins to do sound checks.....which would run 'in the background' even in time compression. THAT would be great. As it is, I don't do soundchecks much as it's a pain changing the crew around (although I often spend large chunks of time submerged when there is heavy fog at night....just not worth having something appear out of the mist at close range). Crew management needs to be fixed once and for all in SHIV. It's a great innovation to HAVE a crew to manage, and awards and such, but it screws things royally if it's not done properly. Last edited by Steeltrap; 10-30-06 at 09:13 PM. |
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#22 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Hylander, this isn't B17 you know. You can just chuck the crew out. LOL
Seeing I never played SHI and II, what was crew management like in them? Better, worse of the same as SHIII? If better, is there a way to setup SHIII to work the same way? But I also assume GWX will take care of that when it comes out.
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#23 |
Eternal Patrol
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SHIII is the first subsim to have "crew management". That's why there are problems; they're still learning.
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#24 |
Sonar Guy
![]() Join Date: May 2005
Location: Dallas, TX
Posts: 399
Downloads: 2
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I have the no fatigue setting on. Was very sick of moving them around.
If one does behave badly, he is going overboard. ![]() |
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#25 | |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
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#26 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
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I'm still not giving up on crew management. I want the feeling of having a crew and if I don't move them around then I feel like I'm missing out on something.
I dunno. I am still not decided after this much time. I like crew management but I hate doing it. |
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#27 | |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
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![]() I've heard the there won't be as much crew micro-management in SH4, but I hope its not eliminated completely. -- ![]() |
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#28 | |||
Eternal Patrol
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#29 | |
Sonar Guy
![]() Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
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![]() Can also put some of em in the diesel engine room, there was crew in this room even when the diesels were not running, to make sure everything is ok. But the two crew compartments is the only place in SH3 where crew can restore energy. |
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#30 | |
Fleet Admiral
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